Updated from 1.43b to current 1.44a, everything seems great except for now I can no longer access any storage in the War room(Armory Storage section) and for some reason now, in the Vault, the Withdraw/Deposit button no longer works. I will keep hitting to get it to take my gold and it exits out of the menu but does not take my gold nor update the treasure rewards...the pit balance remains at 0.
I have those exact same two bugs, i lost a couple of weapons (thank god not many) to the war room cause i cant access the stands and the auto sort sends weapons there, i also have the bug with the vault not working properly, aside from those two i have only found that when i get given a dragon heart in the trophium i crash when i go into my inventory.
I've been having a problem with the War Room too. Initially I didn't, but after storing most of my weapons and armour, I can no longer access them. I think it's related to the display of the weapons/armour, though I have the same problem with the Living Quarters. It's possible that there's too much stored there, that nothing works.
First time I had this problem, a temporary fix was to leave the cell and re-enter it. Doing so should allow you to access some of the storage for the weapons and armour. I suggest that if anyone else wants to use those, don't. Store your weapons and armour in containers instead.
Maybe someone can help. All NPCs in the Castle have different skin color for the heads than the body. Its the only mod where I have this problem. All other NPCs work fine. Head and body skintones match...Just the Castle NPCs are messed up. Changed the place in the load order a few times to check if the would make a difference but sadly the problem still persists.
Oh and after the update the Void Storage Spell is not working anymore...Any Ideas ?
The problem with the NPC's heads being a different colour from the rest of them is caused by the missing Face Gen Data. If you've got Creation Kit, it's an easy fix. Just load Sjel Blad Castle in the Creation Kit, search for NPC's with 'sbc' in their name. Select all NPC's in the mod (the ones with 'sbc' in the name) and press "Shift + F4" and wait until it says that the Face Gen Data has been exported. That will solve the problem.
You need to sleep in a bed you own to get the well-rested bonus. Soulblade is working on adding a way to transfer ownership of the castle to you, but it's not implemented yet. Until then we all have to wait - unless you know how to go into the mod and just set everything to owned?
I've noticed one bug , when I put custom armor on archers/warriors/mages and after I realoaded my skyrim they just put default armor except for the helmet and weapon.
After spending a long time hunting for the mods I have installed responsible for making my game crash more often, this mod is one of the two.
I really like this mod, and hope this issue gets fixed so I can continue to use it. This mod makes it so that my game is more prone to crashing in general. Traveling between cells, indoors to out, and vice versa, fast traveling, going into my inventory, going into the pause menu, and even random crashes that don't seem to have a cause and aren't replicable. It Crashes To Desktop every time whenever I try to walk around outside Raven Rock, usually when I approach a dark elf like the captain fighting the ash spawns, or master Neloth at the shrine near town.
All of which disappear upon the removal of this mod and playing without it, And return upon reactivation.
I did a reinstall but that did not work. Nothing in the crash logs indicated anything directly responsible for the crash. In fact it almost appears like it's not aware the game crashed.
Thank you for this post. I'm having a similar problem. I have so much stuff stashed in the mod I'm not sure that I can get it all out lol. I'll have to experiment with removing it.
I've looked around the comments and forums, and I haven't seen anyone bring up this issue. In my game, all of the orbs for the travel system have fallen onto the floor. They still take me to their respective rooms, but the magic effect is floating where they're supposed to be, without the orbs. I'm not sure why this is happening, but if anyone could help me figure it out that would be great. Thank you for this awesome mod and any help you can provide.
Thank you so much for this mod, it really is awesome and sooooo big. Took me hours to fully explore. In my exploration and placing things like books, armor, weapons, etc... I found things that didn't work at all, things that seemed missing, or things that only somewhat worked. 1). THe Lair: Animals (mostly the spiders) are constantly fighting and generally making the entire lair a cluster#^$& as some will run away from the fighting area and gather in one corner. I tried a harmony and calm spell but that wasn't a lasting effect. Oh and don't ever click on the ones in a fight because since they automatically become your companion....then the whole Lair of creatures turns it into WWII and hell breaks loose....almost literally. 2). THe Stables: Two spider mounts (Zombie and Frost frostbite spider) aren't mountable. And most of the spiders and elks try to fit (very unsuccessfully) into one tiny stall when there are several empty ones available. When I try to move each one into there own or at most occupied by two, when I come back later to Sjel Blad, the whole Stables is in a cluster#$%^ (sorry for my use of cluster#$%^&...I like the word and it best describes lol), climbing over each other and fences/gates. 3). Some of the Sjel Guards in the Companion Barracks start fights and items fly all over the place...even when calm spelled, they fight again. I used "recycleactor" in the console command on the Male Mage guard who seemed to be the main one causing. Now he just twitches alot and throws fireballs at targets (at least doesn't seem to be attacking anymore). On another note, I have a question about guards. Is it safe to have more than one type roaming the castle (besides for FPS reasons) or do you thing the game will crash more? 4). Forge: It seems that one of the enclaves or sections seems to be missing something. The stairs by the alduin/smelter side, you go up and bother sides in there are empty. The side with the leatherworking has the two beds, going right from them those stairs go to the mining cave, and right from them are the stairs to the teleport stones or the doors out. But going right back around to the stairs near Alduin its empty up there. Was it suppose to be? 5). Sanctuary: THe books shelves love, love, love spitting books back at you if you are even slightly close to filling that section up. Also the random books you have personally place around there, like to end up everywhere, even in cases where a guard walking by wouldn't even touch them. To my knowledge, no fights break out here. Also the enchanting station, when you get done enchanting something...it will take your enchanted jewelry and place it in the "unenchanted jewelry" boxes. Took me forever to find my favorite ring and necklace. So it doesn't discriminate against enchanted and none enchanted jewelry. 6). Living Quarters: Not much bugging here, the candlesticks that open the secret door don't like to go back to there other position. Not a big deal, door still opens and closes. Thats all I have seen here. 7). Kitchen: The tools and cleaning supplies storage area doesn't automatically take anything like brooms, saws, hammers, buckets, etc... that is appropriate for it, so it might as well be a regular open/close without that extra menu asking to browse/store/remove. Same with the cooking supplies, the dinnerware, the baked goods, the cooked meals. None of these take the appropriate stuff that I have in my inventory...it doesn't recognize. So if unfixable, it might as well be just a simple open/close inventory instead of the browse/store/remove.
Those are the main bugs I have seen thus far. Also in the customization, I was wondering if you would be able to have mixed banners option or is that way too much scripting? Maybe separate banners for each area like you do the drapes and curtains? And if the guards aren't multi friendly, can you make a mixed option lamp in there, where people can pick between two or more types, or again make it by section like: undead in the hallowed graves, sjel blad guard in the barracks, elementals in the main hall or however someone chooses to disperse them all where ever? Anyway, great mod and I know I threw a lot at you. Thank you so much for this mod, its really fun and really appreciated. Have a great day
in addition in the living quarters ive found that the amulets and jewelry storage wont open as well as one or 2 of the other storages here. don't spend any time in the kitchen since its so resource intensive with that massive fire. wish I could turn it off. love this mod so much its rather disappointing when things don't work but its so worth dealing with the bugs cause all the stuff that does work makes up for the broken stuff tenfold.
General Bugs/Faults (47 comments)
First time I had this problem, a temporary fix was to leave the cell and re-enter it. Doing so should allow you to access some of the storage for the weapons and armour. I suggest that if anyone else wants to use those, don't. Store your weapons and armour in containers instead.
other NPCs work fine. Head and body skintones match...Just the Castle NPCs are messed up.
Changed the place in the load order a few times to check if the would make a difference but sadly the problem still persists.
Oh and after the update the Void Storage Spell is not working anymore...Any Ideas ?
thank you
I really like this mod, and hope this issue gets fixed so I can continue to use it.
This mod makes it so that my game is more prone to crashing in general. Traveling between cells, indoors to out, and vice versa, fast traveling, going into my inventory, going into the pause menu, and even random crashes that don't seem to have a cause and aren't replicable.
It Crashes To Desktop every time whenever I try to walk around outside Raven Rock, usually when I approach a dark elf like the captain fighting the ash spawns, or master Neloth at the shrine near town.
All of which disappear upon the removal of this mod and playing without it,
And return upon reactivation.
I did a reinstall but that did not work.
Nothing in the crash logs indicated anything directly responsible for the crash. In fact it almost appears like it's not aware the game crashed.
1). THe Lair: Animals (mostly the spiders) are constantly fighting and generally making the entire lair a cluster#^$& as some will run away from the fighting area and gather in one corner. I tried a harmony and calm spell but that wasn't a lasting effect. Oh and don't ever click on the ones in a fight because since they automatically become your companion....then the whole Lair of creatures turns it into WWII and hell breaks loose....almost literally.
2). THe Stables: Two spider mounts (Zombie and Frost frostbite spider) aren't mountable. And most of the spiders and elks try to fit (very unsuccessfully) into one tiny stall when there are several empty ones available. When I try to move each one into there own or at most occupied by two, when I come back later to Sjel Blad, the whole Stables is in a cluster#$%^ (sorry for my use of cluster#$%^&...I like the word and it best describes lol), climbing over each other and fences/gates.
3). Some of the Sjel Guards in the Companion Barracks start fights and items fly all over the place...even when calm spelled, they fight again. I used "recycleactor" in the console command on the Male Mage guard who seemed to be the main one causing. Now he just twitches alot and throws fireballs at targets (at least doesn't seem to be attacking anymore). On another note, I have a question about guards. Is it safe to have more than one type roaming the castle (besides for FPS reasons) or do you thing the game will crash more?
4). Forge: It seems that one of the enclaves or sections seems to be missing something. The stairs by the alduin/smelter side, you go up and bother sides in there are empty. The side with the leatherworking has the two beds, going right from them those stairs go to the mining cave, and right from them are the stairs to the teleport stones or the doors out. But going right back around to the stairs near Alduin its empty up there. Was it suppose to be?
5). Sanctuary: THe books shelves love, love, love spitting books back at you if you are even slightly close to filling that section up. Also the random books you have personally place around there, like to end up everywhere, even in cases where a guard walking by wouldn't even touch them. To my knowledge, no fights break out here. Also the enchanting station, when you get done enchanting something...it will take your enchanted jewelry and place it in the "unenchanted jewelry" boxes. Took me forever to find my favorite ring and necklace. So it doesn't discriminate against enchanted and none enchanted jewelry.
6). Living Quarters: Not much bugging here, the candlesticks that open the secret door don't like to go back to there other position. Not a big deal, door still opens and closes. Thats all I have seen here.
7). Kitchen: The tools and cleaning supplies storage area doesn't automatically take anything like brooms, saws, hammers, buckets, etc... that is appropriate for it, so it might as well be a regular open/close without that extra menu asking to browse/store/remove. Same with the cooking supplies, the dinnerware, the baked goods, the cooked meals. None of these take the appropriate stuff that I have in my inventory...it doesn't recognize. So if unfixable, it might as well be just a simple open/close inventory instead of the browse/store/remove.
Those are the main bugs I have seen thus far. Also in the customization, I was wondering if you would be able to have mixed banners option or is that way too much scripting? Maybe separate banners for each area like you do the drapes and curtains? And if the guards aren't multi friendly, can you make a mixed option lamp in there, where people can pick between two or more types, or again make it by section like: undead in the hallowed graves, sjel blad guard in the barracks, elementals in the main hall or however someone chooses to disperse them all where ever?
Anyway, great mod and I know I threw a lot at you. Thank you so much for this mod, its really fun and really appreciated. Have a great day